Intro: Keep it interesting!
RPGs evolve. New games don't just invent snazzy new mechanics; they poke deep into questions of what game-table play is about.
MERC stems from author Ben Finney's interest in the innovations of recent games, and ways to strengthen those concepts in the now-classic RPG GURPS. Broadly speaking, MERC is a set of guidelines for placing story first and making the most of gamers' time at the table. More narrowly, it homes in on a key question at the heart of all RPGs: When should the dice be used at all, and toward what end?
From the GURPS perspective, that often equates to "When should we make success checks?" The general answer to that is clear to gamers with minimal experience: "Roll where the outcome is meaningful and interesting. Roll to have the PCs survive a dangerous car chase, not to eat breakfast without spilling the orange juice." We all know that, and MERC doesn't contradict this truism.
But that said, a beginning GM won't hurt for a more contemplative look at when to roll dice; even an experienced GM might freshen his games through a reexamination. More importantly, what MERC suggests actually may represent a new take on play for some gamers: A shift from many games' focus on resolving tasks, to a focus on resolving players' intent (with some crunchy GURPS-flavored dice-rolling guidelines to aid in that). Read more...